Mazes & Minotaurs: dice-and-paper RPGs go meta

Paul Raven @ 12-01-2010

Thanks to Cheryl Morgan for spotting this one: it seems that even the humble roleplaying game has achieved sufficient cultural escape velocity to enter the penumbra of postmodernism. Enter Mazes & Minotaurs, a set of RPG rules that purports to be “what the first fantasy roleplaying game could have been if its authors had taken their inspiration from Jason & the Argonauts (yes, the 1963 movie with all the cool Ray Harryhausen monsters) and Homer’s Odyssey rather than from Tolkien’s The Lord of the Rings or Poul Anderson’s Three Hearts & Three Lions.”

Unlike many of the more postmodern experiments one encounters, the Mazes & Minotaurs gang seem fairly upfront about admitting that their creation is pastiche and homage at once. But they’ve made considerable effort to echo the styles and formats of the early iterations of Dungeons & Dragons, with the rulebooks masquerading as reprints of vintage material from the 70s and 80s; for example, the “1972 original rules” were in fact published (for free) in 2006.

M&M is apparently designed to be fully playable, so it’s not just an exercise in nostalgic fan-wank… though whether it ever acquires enough players to become a genuine “scene” in its own right is another question entirely. Perhaps a carefully-made mockumentary a la The Story of Anvil could kick-start a knowingly-ironic retro RPG revival?


The geek finds its own use for things: Google Wave RPGs

Paul Raven @ 28-10-2009

Google Wave logoA few weeks back, all the major tech blogs were saying “well, Google Wave seems pretty neat, but we’re not really sure what it’s for”. Google themselves surely had a number of potential applications in mind, but whether using Wave as a platform for roleplaying games was one of them remains an unknown quantity. (It’s surely a cheaper option than that touchscreen table mod, though.)

The waves are persistent, accessible to anyone who’s added to them, and include the ability to track changes, so they ultimately work quite well as a medium for the non-tactical parts of an RPG. A newcomer can jump right in and get up-to-speed on past interactions, and a GM or industrious player can constantly maintain the official record of play by going back and fixing errors, formatting text, adding and deleting material, and reorganizing posts. Character generation seems to work quite well in Wave, since players can develop the shared character sheet at their own pace with periodic feedback from the GM.

Unfortunately for those of us who are more into the tactical side of RPGs, it isn’t yet well-suited to a game that involves either a lot of dice rolling or careful tracking of player and NPC positions. Right now, Wave bots are hard to get working reliably and widgets are scarce, which means that if you don’t want to use the standard dice bot that Wave debuted with (dice bots are an old IRC favorite) then there isn’t really another convenient option; rolls are either made with real dice and then posted on the honor system, or they’re posted in batches and a GM then uses them in sequence.

In truth, this probably isn’t all that big a surprise – from IRC and email onwards, pretty much every internet communications format has been bent to the whims of gamer geeks. But it highlights a fundamental difference in the way people approach a new technology: a journalist goes in thinking “what is this meant to do?”, but the true digital native goes in thinking “what can this do for me?”.

Both questions are valuable, of course, but I suspect that it’s the increased penetration of the latter mindset that ensures I get the bulk of my news and opinion journalism online. Whether the difference in underlying philosophies that those questions represent is a function of network architecture or a cause of it remains, naturally, an unanswerable (but greatly entertaining) point for debate… maybe we could start a Wave for that? ;)

http://arstechnica.com/gaming/news/2009/10/google-wave-we-came-we-saw-we-played-dd.ars

Big up Matt Staggs, who i believe suggested this a few weeks back.


Multitasking: You can’t do it, my friends

Tom Marcinko @ 03-10-2008

babbage

It might seem like a strange thing to say, coming from a person who’s drinking coffee, answering office email, listening to Juliana Hatfield’s great new album How to Walk Away which I really recommend, and blogging, but multitasking is just about impossible, according to MRI experiments.

…[A] man lying inside the scanner would be performing different tasks, depending on the color of two numbers he sees on a screen. … [W[hen the man in the scanner sees green, his brain has to pause before responding — to round up all the information it has about the green task. When the man sees red, his brain pauses again — to push aside information about the green task and replace it with information about the red task. If the tasks were simpler, they might not require this sort of full-throttle switching. But, [U. Michigan neuroscientist Daniel] Weissman said, even simple tasks can overwhelm the brain when we try to do several at once.

Modern life expects us to do more and more things more quickly, if not simultaneously. If that’s not even possible, at what point do we reorder our tasks and expectations? How will your Bartleby-like character cope?

[Charles Babbage's brain by Gaetan Lee]


True Dungeon – D&D without the dice

Paul Raven @ 15-08-2008

LARP dungeon warriorFantasy roleplaying games are either played out around a snack-strewn table or sat at a high-powered gaming rig, right? Well, not necessarily. LARPing is a fairly old phenomenon, but True Dungeon is an interesting twist on the idea that I’d not heard of before:

“Each year at Gen Con Indy, a massive gaming convention held in Indianapolis, Martin and a cadre of volunteers assemble a life-size dungeon, complete with traps, monsters and treasure. More than 3,000 people — some dressed for the part — take on the role of a fantasy adventurer and travel through the dungeon each year, attempting to avoid traps, defeat monsters and claim treasure.

From the 6,000 hand-carved stones that make up the walls to True Dungeon’s immersive sound effects, Martin strives to provide the ambiance of a classic fantasy dungeon. Some monsters are portrayed by volunteers in makeup, while others are sculpted creations or animatronic puppets. Martin adds more detail and complexity each year, within the limits of the space available.”

So yeah, my inner geek thinks that would probably be a guilty pleasure it’d quite enjoy as well. But I wonder if there’d be enough interest in it that a permanent installation somewhere would be a viable business proposition? Both fantasy worlds and RPGs are big business these days by comparison to their outsider status of a few decades ago, after all. [image by Danielle Blue]

Imagine what you could do with a couple of empty warehouses… and you wouldn’t have to stick to fantasy settings, you could just as easily whomp up something more science fictional. Hell, why stop at a couple of warehouses – once they’ve been emptied by the urban drift, you could make an entire town into an RPG setting! Oh, wait, hang on


Superstruct: Mundane SF as massively multiplayer online RPG?

Paul Raven @ 14-07-2008

apocalyptic city skylineGames can be a great tool for learning and for developing new ideas. Hence the Institute for the Future’s new “forecasting” game, Superstruct – it’s a roleplaying game acted that will be acted out on blogs and social media platforms from September 2008. Here’s a snippet from the FAQ:

Q: What is Superstruct?

A: Superstruct is the world’s first massively multiplayer forecasting game. By playing the game, you’ll help us chronicle the world of 2019–and imagine how we might solve the problems we’ll face. Because this is about more than just envisioning the future. It’s about making the future, inventing new ways to organize the human race and augment our collective human potential.

Q: What does ’superstruct’ mean?

Su`per`struct` v. t. 1.To build over or upon another structure; to erect upon a foundation.

Superstructing is what humans do. We build new structures on old structures. We build media on top of language and communication networks. We build communities on top of family structures. We build corporations on top of platforms for manufacturing, marketing, and distribution. Superstructing has allowed us to survive in the past and it will help us survive the super-threats.

Q: How do I play Superstruct?

A: Superstruct is played on forums, blogs, videos, wikis, and other familiar online spaces. We show you the world as it might look in 2019. You show us what it’s like to live there. Bring what you know and who you know, and we’ll all figure out how to make 2019 a world we want to live in.

Via Jamais Cascio, who’s been involved in developing the idea, you can read the full Superstruct press release on the IFTF website.

It’s an interesting idea, and very in line with Futurismic’s mission, because it’s encouraging people to apply science fictional thinking to a very plausible near-future scenario… and to do so with a purpose, namely inventing a future where we don’t snuff ourselves out as a species. [image by Philipp Klinger]